A game jam with André Søberg and Robin Berg Pettersen that found place on 3.-5.november 2023.
galder-game-jam-2023
contains simple code to showcase a very minimal and simple game concept.- When compiled as
Debug
you also get:- The option to go to switch maps using the
F1
/F2
keys. - Toggle infinite jump by pressing
F9
- Debug text via the debug manager.
- The option to go to switch maps using the
- Player1 controls: -
A
/D
: Move left/right.W
: Jump.C
: Hit.Space
: Toggle sprite rotating with physics engine.Enter
: Toggle camera following player. (Debug mode only) - Player1 controls: -
Left
/Right
: Move left/right.Up
: Jump.K
: Hit.L
: Toggle sprite rotating with physics engine.
-
The objective of the game is simple: Grab as many coins as you can before the portal opens! Fight the other player to kill him/her. Every death costs one coin. Only the player with the most coins can enter the portal and win! 🧐
-
All the content for the game is located inside the
content/game/content
folder. All the content inside the lastcontent
folder there is copied automatically to the output bin path viaCMake
when theCMakeLists.txt
project is loaded. If any changes are done to these files, you can make sure the last files are updated by simply reloading theCMakeLists.txt
file related toraylib_template
. InCLion
this is as easy as right-clicking theCMakeLists.txt
file and choosingReload CMake Project
. -
Maps: The maps are created using
Tiled
, and uses atiled-project
on the top level. If you want to modify the map files, make sure things are loaded through opening thegamedev.tiled-project
inTiled
. The reason why this is important is that some types can only be resolved through the commontiled-project
.
Since the whole design process was a part of the game jam, the game design document is very limited, but we have written down the brainstorming ideas. As expected: Only a few of the ideas were small enough to fit the scope of creating a working game engine with a playable game on a weekend.
- CMake is used as the build system, and
CLion
was used asIDE
. - Development has been done using
GCC 12.1
, so it's recommended to use an up-to-date version ofGCC
. - The
MSVC
version bundled withVisual Studio 2022
v17.4.0
was used for the Windows build.
Name | Version | Description |
---|---|---|
Boost DI | 1.3.0 | For Dependency Injection support. |
Box2D | 2.4.1 | For 2D physics. |
Catch2 | 2.13.10 | For Unit Tests |
FakeIt | 2.4.0 | For Mocking/Faking objects for unit tests. |
fmt | 10.1.1 | Library for string formatting. |
RayLib | 4.5.0 | For handling Window , Graphics , Game input etc. |
raylib-cpp | 4.5.2 | Object oriented C++ wrapper for RayLib |
Tileson | 1.4.0 | For parsing Tiled json maps. |
Most of the graphics are taken from OpenGameArt.
The following graphics from OpenGameArt are used in the game: